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The Impact of Gamification in Smartwatches on Goal Pursuit and Engagement: Mediating Effects of Addiction and Self-Identity

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Resumo:The increasing integration of gamification in smartwatches is reshaping how individuals engage with fitness goals. This study investigates the impact of gamified smartwatches on goal intention, implementation intention, engagement, satisfaction, and interactivity, with a particular focus on the mediating roles of addiction, personal attachment, and self-identity. An experimental study was employed using vignette-based scenarios (gamified vs. nongamified smartwatches), with 200 participants. Results showed that gamification significantly enhanced perceptions of interactivity and satisfaction, but did not significantly affect goal intention, implementation intention, or engagement. Mediation analyses revealed that while personal attachment and self-identity positively influenced perceived interactivity and satisfaction, they did not significantly mediate the effect of gamification. Also, addiction negatively impacted satisfaction and interactivity but did not mediate the relationships tested. These findings offer a more nuanced view of gamification's influence, emphasizing the importance of emotional connection and cautioning against potential negative outcomes. This research contributes to the literature on consumer technology and self-tracking by highlighting both the motivational benefits and psychological risks of gamified wearable devices.
Autores principais:Lima, Catarina Santos
Assunto:Smartwatch Goal pursuit Engagement Consumer Behavior Satisfaction Health SDG 3 - Good health and well-being
Ano:2025
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Universidade Nova de Lisboa
Idioma:inglês
Origem:Repositório Institucional da UNL
Descrição
Resumo:The increasing integration of gamification in smartwatches is reshaping how individuals engage with fitness goals. This study investigates the impact of gamified smartwatches on goal intention, implementation intention, engagement, satisfaction, and interactivity, with a particular focus on the mediating roles of addiction, personal attachment, and self-identity. An experimental study was employed using vignette-based scenarios (gamified vs. nongamified smartwatches), with 200 participants. Results showed that gamification significantly enhanced perceptions of interactivity and satisfaction, but did not significantly affect goal intention, implementation intention, or engagement. Mediation analyses revealed that while personal attachment and self-identity positively influenced perceived interactivity and satisfaction, they did not significantly mediate the effect of gamification. Also, addiction negatively impacted satisfaction and interactivity but did not mediate the relationships tested. These findings offer a more nuanced view of gamification's influence, emphasizing the importance of emotional connection and cautioning against potential negative outcomes. This research contributes to the literature on consumer technology and self-tracking by highlighting both the motivational benefits and psychological risks of gamified wearable devices.